I updated the character sheet that has been created for Supplement VI Majestic Wilderlands. Changes include adding boxes for Move, Init Bonus, and separating Melee and Missile to Hit.
It is based on Basic D&D character sheet found on dragonsfoot.org (Majestic Wilderlands Character Sheet)

Three died. They were mauled beyond recognition. The Baron sent his huntsmen to kill the beasts and for a fortnight they tramped across the countryside.
Between their whoring and drinking they killed twelve wolves, parading their skins through the village. They were hung on poles as trophies of victory.
Then the huntsmen left, the beasts slain, the village saved… so we thought.

As the fields turned golden under the summer sun the killings began again. Four more died. Then the Baron\'s man, the bailiff, was killed on the high meadow
in sight of Mitra\'s Temple. His screams could be heard well into the village. He was only identified after we reassembled the pieces.

With the help of the priest, I wrote a report to our liege, the Baron of Westtower. My report ended with,
There will be no harvest until the beast is slain and the killings stopped.

A 72 page adventure compatible with the
Swords & Wizardry
rules and a setting supplement to the Majestic Wilderlands. detailing a small barony, a complete fantasy village, a conclave of mages, a crossroads hamlet, and a camp of wandering beggars.

In the days when man knew only the working of stone and fought for their existence against the orc and the goblin, the sky turned to ash and down fell
the fiery mountain onto the land. The world tore open and the grey waters rushed in. Those who survived the impact were lost as boiling clouds rushed out
in all directions leaving a wasteland in its wake.

The Mountain That Fell left a gift; magic. Near and far, those of learning and strong of heart discovered new powers to shape the world.
In the desolation around the Smoking Bay the adventurous found viz, magic in physical form. And there was more, scattered amid the landscape
were strange artifacts and stranger creatures that survived The Mountain That Fell. For a time men, dwarves, orc, goblins, and other races braved
the dangers and fought each other in the wastelands. Then the elves came into Blackmarsh expelled the feuding races, drove the monsters out, and healed the land.

In the present day, many come to Blackmarsh to harvest viz, kill monsters, or seek the strange artifacts left by The Mountain That Fell. The only force that
stands against the wilderness is the Blackmarsh Rangers. Anyone who is willing to defend the land and its people are welcomed into their ranks. Powerful kingdoms
outside of Blackmarsh are beginning cast a covetous eyes toward the land\'s riches. Will the adventurers of your campaign become wealthy and powerful? Or will their
bones join the many that have sunk into the swamps?

Blackmarsh is a complete, ready to run setting for your campaign. It can be run as its own setting or an expansion of your existing world.
Contained in Blackmarsh are 17 geographical entries, 78 described locales, and one detailed town; Castle Blackmarsh. Each entry provide one or more
adventure hooks to use in your campaigns

A 16 page setting supplement compatible with all older editions based on the original 1974 roleplaying game.
rules

From the City-State of the Invincible Overlord to the ancient city of Viridistan
the wilderness is thick with dungeons and ruins. Contained in this book are the
background and rules used in a campaign thirty years in the making. You will find
over two dozen classes ranging from Soldiers to Mountebanks and races of Reptile Men to
Half-Viridians. New races, magic variants, creatures, and magic items can be found
within these pages. Also included is a complete overview of the Majestic Wilderlands. Begin
your journey into the Majestic Wilderlands and become the next person to carve their mark in the hall of destiny.

A 140 page rules supplement compatible with the
Swords & Wizardry
rules and a guide to the Majestic Wilderlands